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Author Topic: Fighter Factory Ultimate - Official thread  (Read 4766 times)

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Offline Bowasiel

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Re: Fighter Factory Ultimate - Official thread
« Reply #25 on: January 26, 2009, 03:43:54 PM »
mmmm Add clns easier... U click the type (collision or hit) and do it with the mouse (like the squares,poligons,cricles... in Paint) not add clsns move it and put that in u desired size. With this, add clsns will be faster and better than auto-clns

PD: Por si alguien lo explica mejor que yo. Crear los clns arrastrando el raton, como cuando seleccionas un texto o haces un cuadrado en el paint

Offline Gaijin

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Re: Fighter Factory Ultimate - Official thread
« Reply #26 on: January 26, 2009, 04:19:34 PM »
i would say maybe make fighter factory with a dictionary of each trigger, code, and etc and have it say what each one does more specifically than that readme and in addition also give an example as to what it could be used for. This I promise you would make this program sooooo much better and it would help ppl like me who are new to coding and help those who already know coding to find what they are looking for easily or it could help them code some things that are really hard to code

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Offline MirageAtoli

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Re: Fighter Factory Ultimate - Official thread
« Reply #27 on: January 26, 2009, 04:38:13 PM »
Sure, we will do that. You move the mouse over the underlined sctl and a pop-up shows

Beyond the ToolTip I would suggest a 'What is this Button' that many programs have.

A code library for common tasks would be handy.

Autosaving into a temporary directory every interval of time would be nice too.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #28 on: January 26, 2009, 04:41:51 PM »
I think tool tip could be nice. Imagine that: you move the mouse over a sctrl (PosAdd, for example) and it makes a pop-up with PosAdd description from Mugen Docs

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Re: Fighter Factory Ultimate - Official thread
« Reply #29 on: January 26, 2009, 04:57:25 PM »
My main problem with fighter factory is making a palette . It just seems like you can never zoom in enough on the sprite to get all the colors very close up . I wish somehow a zoom could be incorporated like photoshop has . Basically zoom into a few pixels of colors if necessary .


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Re: Fighter Factory Ultimate - Official thread
« Reply #30 on: January 26, 2009, 05:38:04 PM »
My main problem with fighter factory is making a palette . It just seems like you can never zoom in enough on the sprite to get all the colors very close up . I wish somehow a zoom could be incorporated like photoshop has . Basically zoom into a few pixels of colors if necessary .



same here. i cant do palettes worth crap with FF.

Offline Superjoker

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Re: Fighter Factory Ultimate - Official thread
« Reply #31 on: January 26, 2009, 06:26:34 PM »

i hear ya ice dude, pals give me so many headaches.

O ilusionista, all the stuff u have n have showed us... how long did all this take u to create?

 :-??

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #32 on: January 26, 2009, 06:32:35 PM »
Quote
I wish somehow a zoom could be incorporated like photoshop has . Basically zoom into a few pixels of colors if necessary .

More zoom? Good, I will note that.

Quote
same here. i cant do palettes worth crap with FF.

Isn't better to simply say "you can make the palete tool better" besides post that ?

Quote
O ilusionista, all the stuff u have n have showed us... how long did all this take u to create?

As I've stated before, who programs FF its VirtuallTek. Me and Carnificina are the main mentors and beta testers, testing, giving feedbacks, new ideas, making some graphics and some mugen support.


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Re: Fighter Factory Ultimate - Official thread
« Reply #33 on: January 26, 2009, 07:17:57 PM »
More zoom? Good, I will note that.


Yeah lots more zoom. Maybe 1000x magnafacation? Its a size i often go to when im working on sprites. I think the current version only goes to arround 500x (but im just guessing)

Offline criok

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Re: Fighter Factory Ultimate - Official thread
« Reply #34 on: January 26, 2009, 07:19:43 PM »
 :-SS :| ^-^ =P~ =P~ =P~ =P~ (:|

ho my good.....
implemente genial
magnific. :O*D
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Offline dafamily

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Re: Fighter Factory Ultimate - Official thread
« Reply #35 on: January 27, 2009, 03:18:51 AM »
How about an doubling of the x and y axis button, like lets say your making some hi-res effects or something and you just want to put the sprites in there with there correct axis instead of doing the math.

Like have it for the whole group of sprites or the character in general??

Offline Magma MK-II

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Re: Fighter Factory Ultimate - Official thread
« Reply #36 on: January 27, 2009, 08:27:53 AM »
A little thing, you should be able to scroll on big sprites using either the mouse or the arrow keys.

Another thing, it should come with a detailed .PDF manual (it could be called Fighter Factory for Dummies ;D), explaining every feature of the program.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #37 on: January 27, 2009, 09:28:20 AM »
Yeah lots more zoom. Maybe 1000x magnafacation? Its a size i often go to when im working on sprites. I think the current version only goes to arround 500x (but im just guessing)

Maybe a 1600x zoom, like on Photoshop



How about an doubling of the x and y axis button, like lets say your making some hi-res effects or something and you just want to put the sprites in there with there correct axis instead of doing the math.

Like have it for the whole group of sprites or the character in general??

We already has something like that: on the SFF panel, click on the last green button(TOOLS). Go to ALIGN and choose how much you want to make the offset and in which sprites.

A little thing, you should be able to scroll on big sprites using either the mouse or the arrow keys.

Another thing, it should come with a detailed .PDF manual (it could be called Fighter Factory for Dummies ;D), explaining every feature of the program.

The main problem is: I can do that, but in portuguese. My english is not THAT good. If you wanna help me translating it...

Offline MirageAtoli

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Re: Fighter Factory Ultimate - Official thread
« Reply #38 on: January 27, 2009, 05:52:49 PM »
Validate code function that searches for mismatched parens along with triggers that exceed the maximum length for the parser could be useful.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #39 on: January 28, 2009, 09:54:46 AM »
Quote
mismatched parens

you mean the bad use of ( or { ? Its this case, its already avaliable on the current FF. You just need to double click on the line and the expression editor pops up:




About the code check, it could be done...since FFU will support ShugenDo on the future versions and its codes are case sensitive (like every programation lanaguage)

Offline dragonesku

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Re: Fighter Factory Ultimate - Official thread
« Reply #40 on: January 28, 2009, 06:06:03 PM »
Sounds like this will be a great breakthrough if you guys manage to pull it off, Ollusionista.

I'm just a little disheartened by the utter lack of stage/screenpack support for the project known as FFU, as many of us in the mugen community do not put emphasis on character creation (yet). But, only because it is obvious SPFU, FFU & SFU are being put in the back burner and their progress is minimum.



Oh well, congrats on the project, hopefully I'll be working on a character myself by the time FFU is launch to the public, good luck.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #41 on: January 28, 2009, 06:46:03 PM »
Yes, because that. He is even working on a NEW ENGINE.

Offline dragonesku

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Re: Fighter Factory Ultimate - Official thread
« Reply #42 on: January 28, 2009, 06:51:58 PM »
I see, WOW!

No disrespect to anyone but hopefully it will turnout better than ShugenDo.

Offline GaryCXJk

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Re: Fighter Factory Ultimate - Official thread
« Reply #43 on: February 01, 2009, 07:05:46 PM »
Yes, as a fighter creator, it will do better. As a fighting game engine, no.

But then again, Fighter Factory is only for creating fighters, and ShugenDo is a fighting game engine, so I kind of miss the relationship between the two.

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Offline xPreatorianx

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Re: Fighter Factory Ultimate - Official thread
« Reply #44 on: February 02, 2009, 12:20:23 AM »
Dude all these new features sound cool. Im still a complete noob in Fighter factory and coding in general, and these new features are gonna make my noob life so much easier. I think ill put Akuma on hold for awhile till this is released to help speed up my creation, and also so I can learn more about coding.  Also again to re-enfisize (god I cant spell) please make a detailed description about every SCTRL and anything else to help noob creators like me :P.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #45 on: February 02, 2009, 09:22:41 AM »
I really need to make a "FF for Dumbies" tutorial, hehehe (just joking)

About the sctrls, you should take a look at Mugen's docs, there are many help there

Offline Gaijin

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Re: Fighter Factory Ultimate - Official thread
« Reply #46 on: February 02, 2009, 10:19:18 AM »
"FF for Dumbies" :DxDie :DxDie :DxDie

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Offline Acey

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Re: Fighter Factory Ultimate - Official thread
« Reply #47 on: February 02, 2009, 10:48:52 AM »
Actaully a "FF for dummies" book would be great and you could release it through Lulu.com

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Re: Fighter Factory Ultimate - Official thread
« Reply #48 on: February 06, 2009, 12:40:03 AM »
This is just me being non-creator all, but does FF currently have a click-and-drag clsn option. Seems it would be easier to make them properly that way. Like i said, I'm not creating anything huge...yet...

Posting from my G1 mobile phone.

Offline O Ilusionista

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Re: Fighter Factory Ultimate - Official thread
« Reply #49 on: February 07, 2009, 10:31:49 PM »
yes, it has that feature. on the new version (not released yet) you can make the clsn bigger with the keyboard arrow.

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